Hi.
M4M via.your queue
[General]
Insane has countdown, while others don't
Normal's first combo colour is different from others.
Add sources:Holy Knight
You could map something in the breaktime as well.The song is only 1 minute and the draining time is like, only 40 secs.
Try to add a clap on every upbeat.You can take reference to
thisYou could add more curve sliders instead of straights.It looks and plays better.Recently ranked maps are good samples.
[Insane]
Please be reminded the player needs a very high standard to have done this diff. well.Since the large spacing, the player has to make major movement.This causes the player to feel uncomfortable when playing, especially when this is a calm song with 160BPM.It is not just about to change some nazis in this diff, but to make it more playable.Although it might be too striking, I suggest
reselect a slider velocity to map again.The patterns can be kept,but please re-space and re-snap them after the SV change.~2.5 is the limit(not rules, but it goes well with 160BPM).~2 is good.
The another problem is overmapping.
SPOILERosu!wiki wrote:
Overmapping
The largest problem with Insane modes is the existence of overmapping. This is when the beats or placement of beats is placed in a way that makes the difficulty of the map contrast the actual song. This can be done by adding unneccesary jumps or slider speed-ups, or by mapping to an unknown beat in the music consistently, in order to add difficulty (ie. Adding notes on blue ticks when the song is only using red ticks). There are two ways to avoid this
1.Jumps, Slider Speed-Ups, and other difficulty increasing techniques should only be used when they fit with the music. If there is no sudden change that requires (or could greatly be supplemented with) difficulty increasing techniques, then simply don't add them. Insanes are not to show how hard you can make a map, but rather how well you can make a map that is difficult but fun.
2.The map might not need an Insane. If you feel that your map is too boring without adding a plethora of difficulty increasing techniques, then maybe your map does not need an insane difficulty. Insane difficulties are not required, and you will be just fine without one.
The mod below are mostly about improvements after remapping.
- HP-1 and OD-1 feels better
Insane has less stars than Hard.This is possibly caused by too strict about the spacing in Insane, since everything is a jump.
a bit too bland.Try to add a clap on every upbeat.
00:03:734 (6,7,8) - could be stacked
00:10:109 (3,4) - could be a better blanket
00:11:422 (6,7) - ^
00:12:827 (9,10,11,1) - uneven spacing
00:25:108 (9) - finish
00:38:419 (4,6) - a bit ugly overlapping
00:43:856 (1,2) - ^
00:46:481 (5,6,7) - could be stacked
00:59:418 (5) - This curve could be more natural.You can utilize the approach circle of (4) to make a nice slider
01:00:542 (6,7,8) - this jump is pretty large....
01:05:979 (5,6) - could be parallel
01:09:167 (8,9,1) - a bit ugly overlapping
[Hard]
Add some hitsounds~~
00:01:110 (1,2,3) - could be placed like the following so the player has a nice jump and flow.
00:21:171 (6,7,8,9) - could be a symmetrical pattern.Just a thought
00:24:827 (1) - add a finish in the end.
00:39:169 (4,1) - could be a better blanket.Recommend using Grid level 4 or simply disable grid snapping.
00:43:856 (2,3) - ^
00:56:230 (2,1) - confusing spacing.In before its a jump and after it its a jump.
01:09:167 (6,1) - could be a better blanket.You can ignore the spacing by a bit since it is a Hard
[Normal]
00:01:110 (1,2,3) - a little bit overriding.That is not so beautiful
00:15:359 (6,1) - This two sliders are not that pretty
00:51:356 (6,7,8) - extremely confusing.
00:58:105 (1,1) - This jump from the spinner centre to the bottom left corner is too hard for Normal.
01:01:105 (1,2) - a little bit overriding.That is not so beautiful
01:04:480 (1,2,3,4) - Why not make them symmetrical?
01:09:167 (6,7) - repeating arrow is hidden by (6).That's unrankable
01:14:229 (1) - finish?
[Easy]
I notice a lot of spacing error.Most easy players relys on spacing to play the map.An unevenly spaced easy could kill the player mentally.Check this by youself.You can notice that when you selected a note and look at the top right corner.
Grid level 4 is good for distance snapping.
00:01:110 (1,2) - uneven spacing
00:04:859 (2,3,4,5) - could be symmetrical
00:13:109 (1,2,3,4,5,6,1) - uneven spacing
00:16:108 (3) - why not try to make it symmetrical to (1)?
00:38:607 (3) - This slider sin't symmetrical to itself.Just look at the y-axis and the anchor point and the slider tick and you can easily notice that
00:40:107 (1) - ^+Jumping in Easy to soooooooooooo hard
Almost uneven spacing until the end.Please use distance snap.
00:56:605 (2) - This slider sin't symmetrical to itself.Just look at the y-axis and the anchor point and the slider tick and you can easily notice that
00:58:480 (1,1) - awful jump from spinner
01:06:354 (1,2) - could be parallel
01:10:854 (3,4) - ^
..I know it might be too harsh for you.But, however, beatmaps are made for playing.If the patterns are too unintuitive or unplayable, then the player couldn't enjoy it at all.Put more effort on it.I will check for improvements.
Good Luck!!